/****************************************************************************/
/***                                                                      ***/
/***   (C) 2012-2014 Dierk Ohlerich et al., all rights reserved.          ***/
/***                                                                      ***/
/***   Released under BSD 2 clause license, see LICENSE.TXT               ***/
/***                                                                      ***/
/****************************************************************************/

mtrl ComputeShader 
{
    cs hlsl5
    {
        Texture2D tex0 : register(t0);
        RWTexture2D<float4> target : register(u0);

        [numthreads(8,8,1)]
        void main(uint3 tid:SV_DispatchThreadID)
        {
            float4 col = tex0[uint2(tid.x^15,tid.y^15)];
            target[tid.xy] = col; 
        }
    };
} 

/****************************************************************************/
